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For most mammals and vertebrate animals, tail plays an important role for their body providing variant functions to expand their mobility, or as a limb that allows manipulation and gripping. In this work, Arque, we propose an artificial biomimicry-inspired anthropomorphic tail to allow us alter our body momentum for assistive, and haptic feedback applications. The proposed tail consists of adjacent joints with a spring-based structure to handle shearing and tangential forces, and allow managing the length and weight of the target tail. The internal structure of the tail is driven by four pneumatic artificial muscles providing the actuation mechanism for the tail tip. Here we highlight potential applications for using such prosthetic tail as an extension of human body to provide active momentum alteration in balancing situations, or as a device to alter body momentum for full-body haptic feedback scenarios.

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Author image not provided  Junichi Nabeshima

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Publication years2019-2019
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Author image not provided  MHD Yamen Saraiji

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Author image not provided  Kouta Minamizawa

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top of pageREFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Laura Gruss and Daniel Schmitt. 2015. The evolution of the human pelvis: Changing adaptations to bipedalism, obstetrics and thermoregulation. Philosophical transactions of the Royal Society of London. Series B, Biological sciences 370 (03 2015).  [doi>10.1098/rstb.2014.0063]
 
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Luciana Massaro, Fabrizio Massa, Kathy Simpson, Dorothy Fragaszy, and Elisabetta Visalberghi. 2016. The strategic role of the tail in maintaining balance while carrying a load bipedally in wild capuchins (Sapajus libidinosus): a pilot study. Primates 57 (01 2016).  [doi>10.1007/s10329-015-0507-x]
 
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Michael Porter, Dominique Adriaens, Ross L Hatton, Marc Meyers, and Joanna Mckittrick. 2015. Why the seahorse tail is square. Science (New York, N.Y.) 349 (07 2015).  [doi>10.1126/science.aaa6683]
 
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Domenico Prattichizzo, Monica Malvezzi, Irfan Hussain, and Gionata Salvietti. 2014. The Sixth-Finger: a Modular Extra-Finger to Enhance Human Hand Capabilities. Proceedings - IEEE International Workshop on Robot and Human Interactive Communication 2014.  [doi>10.1109/ROMAN.2014.6926382]
 
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MHD Yamen Saraiji, Tomoya Sasaki, Kai Kunze, Kouta Minamizawa, and Masahiko Inami. 2018. MetaArms: Body Remapping Using Feet-Controlled Artificial Arms. In The 31st Annual ACM Symposium on User Interface Software and Technology. ACM, 65--74.
 
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Kaori Ujima, Azusa Kadomura, and Ichiro Sio. 2015. GIO: Artificial Tail To Redevelop Vestigial Functions. IPSJ Interaction 2015, 349--354.
 
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Curt Walker, Charles J. Vierck Jr., and Louis A. Ritz. 1998. Balance in the cat: role of the tail and effects of sacrocaudal transection. Behavioural Brain Research 91, 1--2 (March 1998), 41--47.  [doi>10.1016/S0166-4328(97)00101-0]
 
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Christopher K. Zalewski. 2015. Aging of the Human Vestibular System. Seminars in hearing 36 3 (2015), 175--96.

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Title SIGGRAPH '19 ACM SIGGRAPH 2019 Posters table of contents
Article No. 52
Publication Date2019-07-28 (yyyy-mm-dd)
Funding Sources JST ACCEL Embodied Media Project
JST Kakenhi
Sponsor SIGGRAPH ACM Special Interest Group on Computer Graphics and Interactive Techniques
PublisherACM New York, NY, USA ©2019
ISBN: 978-1-4503-6314-3 doi>10.1145/3306214.3338573
Conference SIGGRAPHInternational Conference on Computer Graphics and Interactive Techniques SIGGRAPH logo
Overall Acceptance Rate 1,822 of 8,601 submissions, 21%
Year Submitted Accepted Rate
SIGGRAPH '78 120 64 53%
SIGGRAPH '79 110 43 39%
SIGGRAPH '80 140 52 37%
SIGGRAPH '81 132 38 29%
SIGGRAPH '84 118 41 35%
SIGGRAPH '85 175 35 20%
SIGGRAPH '87 140 33 24%
SIGGRAPH '88 161 34 21%
SIGGRAPH '89 190 38 20%
SIGGRAPH '90 210 43 20%
SIGGRAPH '92 213 45 21%
SIGGRAPH '93 225 46 20%
SIGGRAPH '94 242 57 24%
SIGGRAPH '95 257 56 22%
SIGGRAPH '96 247 52 21%
SIGGRAPH '97 265 48 18%
SIGGRAPH '98 303 45 15%
SIGGRAPH '99 320 52 16%
SIGGRAPH '00 304 59 19%
SIGGRAPH '01 300 65 22%
SIGGRAPH '02 358 67 19%
SIGGRAPH '03 424 81 19%
SIGGRAPH '04 478 83 17%
SIGGRAPH '05 461 98 21%
SIGGRAPH '06 474 86 18%
SIGGRAPH '07 455 108 24%
SIGGRAPH '08 518 90 17%
SIGGRAPH '09 439 78 18%
SIGGRAPH '10 390 103 26%
SIGGRAPH '11 432 82 19%
Overall 8,601 1,822 21%

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top of pageTable of Contents

ACM SIGGRAPH 2019 Posters
Table of Contents
SESSION: Adaptive / assistive technology
Learning from human-robot interactions in modeled scenes
Mark Murnane, Max Breitmeyer, Francis Ferraro, Cynthia Matuszek, Don Engel
Article No.: 1
doi>10.1145/3306214.3338546
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There is increasing interest in using robots in simulation to understand and improve human-robot interaction (HRI). At the same time, the use of simulated settings to gather training data promises to help address a major data bottleneck in allowing robots ...
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MagniFinger: fingertip-mounted microscope for augmenting human perception
Noriyasu Obushi, Sohei Wakisaka, Shunichi Kasahara, Atsushi Hiyama, Masahiko Inami
Article No.: 2
doi>10.1145/3306214.3338563
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We propose MagniFinger, a fingertip-worn microscopy device that augments the limited abilities of human visual and tactile sensory systems in micrometer-scale environments. MagniFinger makes use of the finger's dexterous motor skills to ...
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Massively parallel layout generation in real time
Vineet Batra, Ankit Phogat, Tarun Beri
Article No.: 3
doi>10.1145/3306214.3338596
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Conceiving an artwork requires designers to create assets and organize (or layout) them in a harmonious, self-orating story. While creativity is fundamental to both aspects, the latter can be bolstered with automated techniques. We present a first true ...
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Partial zoom on small display for people suffering from presbyopia
Huiyi Fang, Kenji Funahashi, Shinji Mizuno, Yuji Iwahori
Article No.: 4
doi>10.1145/3306214.3338581
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When presbyopic people use digital devices, they often zoom in the display, because it is not in focus when they move it close to face. We have proposed the automatic display zoom system for presbyopic people [Fang and Funahashi 2018]. However, some ...
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Rapid 3D building modeling by sketching
Chia-Yu Chen, I-Chen Lin
Article No.: 5
doi>10.1145/3306214.3338545
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This paper proposes an intuitive tool for users to create 3D architectural models through 2D sketch input. A user only needs to draw the outline of a frontal or oblique view of a building. Our system recognizes the parts drawn in a sketch and estimates ...
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Scented graphics: exploration in inkjet scented-printing
Yi-Ching Kang, Hiroki Nishino
Article No.: 6
doi>10.1145/3306214.3338610
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This paper describes "Scented Graphics," our artistic experiments with a scented-printing technique that utilizes an inkjet printer. By mixing water-soluble aromatic oils with inks, an inkjet printer can be utilized to control scent mixing with high ...
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Virtual reality mirror therapy rehabilitation for post-stroke patients
Levan Sulimanov, Marc Olano
Article No.: 7
doi>10.1145/3306214.3338601
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Strokes have a wide range of occurrence among people of all races and genders. The consequences of a stroke often include significant muscle weakness on one side of the body that must be physically exercised to attempt to restore its previous strength ...
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SESSION: Art & design
A formal process to design visual archetypes based on character taxonomies
Angela Wang, Anthony Dalton Eason, Ergun Akleman
Article No.: 8
doi>10.1145/3306214.3338579
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While there are many professional examples of successful character designs, there seems to be little academic formalization in standardizing a process to achieve consistent visual results. In this work, we present such a formal process to construct visual ...
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Automatic layout generation for graphical design magazines
Sou Tabata, Hiroki Yoshihara, Haruka Maeda, Kei Yokoyama
Article No.: 9
doi>10.1145/3306214.3338574
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We propose a system that automatically generates layouts for magazines that require graphical design. In this system, when images or texts are input as the content to be placed in layouts, an appropriate layout is automatically generated in consideration ...
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Exploring color variations for vector graphics
Sayan Ghosh, Jose Echevarria, Vineet Batra, Ankit Phogat
Article No.: 10
doi>10.1145/3306214.3338552
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We propose a novel and intuitive method for exploring recoloring variations of vector graphics. Compared with existing methods, ours is specifically tailored for vector graphics, where color distributions are sparser and are explicitly stored using constructs ...
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Fully automatic colorization for anime character considering accurate eye colors
Kenta Akita, Yuki Morimoto, Reiji Tsuruno
Article No.: 11
doi>10.1145/3306214.3338585
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In this paper, we propose a method to colorize line drawings of anime characters' faces with colors from a reference image. Previous studies using reference images often fail to realize fully-automatic colorization, especially for small areas, e.g., ...
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Glove puppetry cloud theater through a virtual reality network
Der-Lor Way, Weng-Kei Lau, Tzu Ying Huang
Article No.: 12
doi>10.1145/3306214.3338564
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Chinese glove puppetry is a traditional art with a long history and widely spread in the folk ever. This paper presents a collaborative work in multi-user virtual reality system for puppetry's opera. According to our developed system, each user has a ...
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Graph matching based anime colorization with multiple references
Akinobu Maejima, Hiroyuki Kubo, Takuya Funatomi, Tatsuo Yotsukura, Satoshi Nakamura, Yasuhiro Mukaigawa
Article No.: 13
doi>10.1145/3306214.3338560
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We propose a graph matching-based anime-colorization method from line drawings using multiple reference images. A graph structure of each frame in an input line drawing sequence helps to find correspondences of regions to be colorized between frames. ...
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Interactive spatial augmented reality system for Chinese opera
YanXiang Zhang, YiRun Shen, WeiWei Zhang, ZiQiang Zhu, PengFei Ma
Article No.: 14
doi>10.1145/3306214.3338566
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In this research, the authors designed an interactive spatial augmented reality system for stage performance based on the technologies of UWB positioning and Bluetooth triggering. The position of the actor is obtained through the antenna tag carried ...
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Interactive virtual reality orchestral music
YanXiang Zhang, Li Tao, YiRun Shen, Elieisar Clayton, Fangbemi Abassin
Article No.: 15
doi>10.1145/3306214.3338547
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The authors developed a VR orchestral application for interactive music experience, allowing virtual musical instruments in an orchestral piece to be repositioned spatially, dynamically and interactively in VR space. This can be done for changing environments ...
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ISSv2 and OpenISS distributed system for real-time interaction for performing arts
Serguei A. Mokhov, Deschanel Li, Haotao Lai, Jashanjot Singh, Yiran Shen, Jonathan Llewellyn, Miao Song, Sudhir P. Mudur
Article No.: 16
doi>10.1145/3306214.3338539
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Illimitable Space System v2 is a configurable toolbox which provides multimodal interaction and serves as a platform for artists to enhance their performance through the use of depth and colour data from a 3D capture device. Its newest iteration ...
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Layered reconstruction of stippling art
Amal Dev Parakkat, Pooran Memari, Marie-Paule Cani
Article No.: 17
doi>10.1145/3306214.3338598
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Given a point set S ⊆ R2, reconstruction refers to the process of identifying a vector shape that best approximates the input. Although this field was pioneered since 1983 by Edelsbrunner [Edelsbrunner et al. 2006] and has ...
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Meet in rain: a serious game to help the better appreciation of Chinese poems
Ye-Ning Jiang, Hiroki Nishino
Article No.: 18
doi>10.1145/3306214.3338587
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Meet in Rain is a serious game on Chinese poetry. While invoking various events, players must complete given tasks, which help them better appreciate the poems, by exploring imaginary sceneries that depict Chinese poems. Its visual design also ...
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Multi-task audio-driven facial animation
Youngsoo Kim, Shounan An, Youngbak Jo, Seungje Park, Shindong Kang, Insoo Oh, Duke Donghyun Kim
Article No.: 19
doi>10.1145/3306214.3338541
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We propose an effective method to solve multiple characters audio-driven facial animation (ADFA) problem in an end-to-end fashion via deep neural network. In this paper each character's ADFA considered as a single task, and our goal is to solve ADFA ...
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Pieces of the past, maya treasure hunt: a virtual reality game experience
Jiawei Huang
Article No.: 20
doi>10.1145/3306214.3338604
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We present an educational virtual reality (VR) puzzle game set in an archaeological context. We digitally documented the site architecture and a selection of excavated artefact using structure from motion (SfM) mapping, reconstructed the site during ...
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Vector based glyph style transfer
Praveen Kumar Dhanuka, Nirmal Kumawat, Nipun Jindal
Article No.: 21
doi>10.1145/3306214.3338600
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In this work, we solve the problem of real-time transfer of geometric style from a single glyph to the entire glyph set of a vector font. In our solution, a single glyph is defined as one or more closed Bézier paths which is further broken down ...
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SESSION: Augmented & virtual realities
3D printing for mixed reality hands-on museum exhibit interaction
Laura Mann, Oleg Fryazinov
Article No.: 22
doi>10.1145/3306214.3338609
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This work presents a combination of 3D printing with mixed reality to use the results in the context of museum exhibitions or for cultural heritage. While now priceless artefacts are encased in glass, kept safe and out of reach of the visitors, we present ...
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A method for rectifying inclination of panoramic images
Naoki Kawai
Article No.: 23
doi>10.1145/3306214.3338558
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We propose a method for transforming inclined panoramic images into upright posture as if they were captured up straight. The method rectifies images automatically using neither additional information nor external instructions, while it enables panoramic ...
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An intuitive and educational programming tool with tangible blocks and AR
Keisuke Hattori, Tatsunori Hirai
Article No.: 24
doi>10.1145/3306214.3338570
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In recent years, there has been a trend in teaching programming in elementary schools around the world. When teaching programming to lower grader students, robots and puzzles are often used to learn programming for easy understanding. However, those ...
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Biodigital: transform data to experience, beyond data visualization
Takahito Ito, Cesar A. Hidalgo
Article No.: 25
doi>10.1145/3306214.3338542
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"Biodigital" is a Sci-Fi interactive story set in the year 2117 that combines VR film, immersive 3D environments, and VR data visualization. It turns data into a cinematic experience where a user is enmeshed as a character in the story. This VR storytelling ...
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Deep-ChildAR bot: educational activities and safety care augmented reality system with deep-learning for preschool
Yoon Jung Park, Hyocheol Ro, Tack-Don Han
Article No.: 26
doi>10.1145/3306214.3338589
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We propose a projection-based augmented reality (AR) robot system that provides pervasive support for the education and safety of preschoolers via a deep learning framework. This system can utilize real-world objects as metaphors for educational tools ...
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Flood action VR: a virtual reality framework for disaster awareness and emergency response training
Yusuf Sermet, Ibrahim Demir
Article No.: 27
doi>10.1145/3306214.3338550
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Natural disasters constitute unexpected and severe threats with devastating effects on communities worldwide. Recent studies emphasize the importance of public awareness and training of first responders in disaster preparedness and response activities. ...
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HeroMirror interactive: a gesture controlled augmented reality gaming experience
Tamás Matuszka, Ferenc Czuczor, Zoltán Sóstai
Article No.: 28
doi>10.1145/3306214.3338554
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Appropriately chosen user interfaces are essential parts of immersive augmented reality experiences. Regular user interfaces cannot be efficiently used for interactive, real-time augmented reality applications. In this study, a gesture controlled educational ...
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InNervate immersion: case study of dynamic simulations in AR/VR environments for learning muscular innervation
Margaret Cook, Amber Ackley, Karla Chang Gonzalez, Austin Payne, Jinsil Hwaryoung Seo, Caleb Kicklighter, Michelle Pine, Timothy McLaughlin
Article No.: 29
doi>10.1145/3306214.3338580
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We present a collaborative immersive technology effort, InNervate AR and InNervate VR. These applications meet the need to expand on existing anatomy education platforms by implementing a more dynamic and interactive user interface. This user interface ...
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Vox-cells: voxel-based visualization of volume data for enhanced understanding and exploration in virtual reality (VR)
Rowan T. Hughes, Campbell Strong, John McGhee
Article No.: 30
doi>10.1145/3306214.3338551
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We present Vox-Cells, a volume visualization framework designed for real-time volume investigation and exploration. We seek to treat data as a first-class citizen with a 1:1 relationship between the data and its corresponding representation. CPU-GPU ...
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VRProp-net: real-time interaction with virtual props
Catherine Taylor, Robin McNicholas, Darren Cosker
Article No.: 31
doi>10.1145/3306214.3338548
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Virtual and Augmented Reality (VR and AR) are two fast growing mediums, not only in the entertainment industry but also in health, education and engineering. A good VR or AR application seamlessly merges the real and virtual world, making the user feels ...
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SESSION: Display & rendering
3D aerial display with micro mirror array plate and reversed depth integral photography
Nahomi Maki, Toshiaki Yamanouchi, Kazuhisa Yanaka
Article No.: 32
doi>10.1145/3306214.3338556
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We propose a new aerial imaging display in which autostereoscopic objects with horizontal and vertical parallax appear as if they are floating in the air. This system operates by displaying an integral photography image in which depth is reversed beforehand ...
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A data-driven compression method for transient rendering
Yun Liang, Mingqin Chen, Zesheng Huang, Diego Gutierrez, Adolfo Muñoz, Julio Marco
Article No.: 33
doi>10.1145/3306214.3338582
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Monte Carlo methods for transient rendering have become a powerful instrument to generate reliable data in transient imaging applications, either for benchmarking, analysis, or as a source for data-driven approaches. However, due to the increased dimensionality ...
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DiCE: dichoptic contrast enhancement for binocular displays
Fangeheng Zhong, George Alex Koulieris, George Drettakis, Martin S. Banks, Mathieu Chambe, Fredo Durand, Rafal Mantiuk
Article No.: 36
doi>10.1145/3306214.3338578
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In stereoscopic displays, such as those used in VR/AR headsets, our two eyes are presented with different views. The disparity between the views is typically used to convey depth cues, but it could be used for other purposes. We devise a novel technique ...
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Exploration of using face tracking to reduce GPU rendering on current and future auto-stereoscopic displays
Xingyu Pan, Mengya Zheng, Abraham Campbell
Article No.: 39
doi>10.1145/3306214.3338577
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Future auto-stereoscopic displays offer us an amazing possibility of virtual reality without the need for head mounted displays. Since fundamentally though we only need to generate viewpoints for known observers, the classical approach to render all ...
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GPGPU acceleration of environmental and movement datasets
Daniel Bird, Stephen Laycock
Article No.: 41
doi>10.1145/3306214.3338584
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Due to the increased availability and accuracy of GPS sensors, the field of movement ecology has been able to benefit from larger datasets of movement data. As miniaturisation and the efficiency of electronic components have improved, additional sensors ...
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IR surface reflectance estimation and material type recognition using two-stream net and kinect camera
SeokYeong Lee, HwaSup Lim, SangChul Ahn, SeungKyu Lee
Article No.: 43
doi>10.1145/3306214.3338557
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Recently, material type recognition using color or light field camera has been studied. However, visual pattern based approaches for material type recognition without direct acquisition of surface reflectance show limited performance. In this work, we ...
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Photon: a modular, research-oriented rendering system
Tzu-Chieh Chang, Ming Ouhyoung
Article No.: 45
doi>10.1145/3306214.3338586
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To develop a graphics project with ease and confidence, the reliability and extensibility of the underlying framework are essential. While there are existing options, e.g., pbrt-v3 [Pharr et al. 2016] and Mitsuba [Jakob 2010], they either focus on education ...
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Practical measurement and modeling of spectral skin reflectance
Yuliya Gitlina, Daljit Singh Dhillon, Giuseppe Claudio Guarnera, Abhijeet Ghosh
Article No.: 47
doi>10.1145/3306214.3338607
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Accurate modeling and rendering of human skin appearance has been a long standing goal in computer graphics. Of particular importance has been the realistic modeling and rendering of layered subsurface scattering in skin for which various bio-physical ...
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Puppeteered rain: interactive illusion of levitating water drops by position-dependent strobe projection
Shingo Kagami, Kotone Higuchi, Koichi Hashimoto
Article No.: 48
doi>10.1145/3306214.3338603
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Light projection onto falling water produces distinct and impressive experience which is suitable for entertainment and advertising installations in public spaces [Barnum et al. 2010; Eitoku et al. 2006]. One of popular and classical techniques used ...
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Temporal and spatial anti-aliasing for rendering reflection on a water surface
Namo Podee, Nelson Max, Kei Iwasaki, Yoshinori Dobashi
Article No.: 50
doi>10.1145/3306214.3338599
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The ocean surface is highly dynamic. It moves rapidly and thus its shading changes rapidly as well. Usually, this doesn't pose any problems if the shading is smooth. However, for a surface that has a strong highlight or bright reflection moving rapidly, ...
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Visualization of ultra-thin semi-transparent metallic films by wave simulations and ray-tracing rendering
Wei Sen Loi, Kenneth J. Chau
Article No.: 51
doi>10.1145/3306214.3338594
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Plasmonic color generation describes structural color arising from resonant interaction between visible light and metallic nanostructures, causing selective frequencies of light to be scattered and/or absorbed [Kristensen et al. 2017; Sun and Xia 2003]. ...
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SESSION: Hardware interfaces
Arque: artificial biomimicry-inspired tail for extending innate body functions
Junichi Nabeshima, MHD Yamen Saraiji, Kouta Minamizawa
Article No.: 52
doi>10.1145/3306214.3338573
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For most mammals and vertebrate animals, tail plays an important role for their body providing variant functions to expand their mobility, or as a limb that allows manipulation and gripping. In this work, Arque, we propose an artificial biomimicry-inspired ...
expand
CubeHarmonic: a new musical instrument based on Rubik's cube with embedded motion sensor
Maria Mannone, Eri Kitamura, Jiawei Huang, Ryo Sugawara, Pascal Chiu, Yoshifumi Kitamura
Article No.: 53
doi>10.1145/3306214.3338572
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A contemporary challenge involves scientific education and the connection between new technologies and the heritage of the past. CubeHarmonic (CH) joins novelty and tradition, creativity and education, science and art. It takes shape as a novel musical ...
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Designing a full-body customizable haptic interface using two-dimensional signal transmission
Taichi Furukawa, Nobuhisa Hanamitsu, Yoichi Kamiyama, Hideaki Nii, Charalampos Krekoukiotis, Kouta Minamizawa, Akihito Noda, Junko Yamada, Keiichi Kitamura, Daisuke Niwa, Yoshiaki Hirano
Article No.: 54
doi>10.1145/3306214.3338569
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The concept of spatial computing has a high potential to augment our lives. We can imagine the expansion of the concept of spatial computing in the future as the expanded visual space will blend into our daily lives. In such a future, how do we feel ...
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Display methods of projection augmented reality based on deep learning pose estimation
Hyocheol Ro, Yoon Jung Park, Jung-Hyun Byun, Tack-Don Han
Article No.: 55
doi>10.1145/3306214.3338608
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In this paper, we propose three display methods for projection-based augmented reality. In spatial augmented reality (SAR), determining where information, objects, or contents are to be displayed is a difficult and important issue. We use deep learning ...
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Fluid-measurement technology using flow birefringence of nanocellulose
Shogo Yamashita, Takaaki Kasuga, Shunichi Suwa, Takashi Miyaki, Masaya Nogi, Jun Rekimoto
Article No.: 56
doi>10.1145/3306214.3338565
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We propose a potential fluid-measurement technology aimed at supporting biomechanics research of water sports using fluid simulation and motion analysis. Cellulose nanofibers introduced into the water as tracer particles to visualize the movement of ...
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Immersive game for dental anesthesia training with haptic feedback
Matheus A. O. Ribeiro, Allan A. Tori, Romero Tori, Fátima L. S. Nunes
Article No.: 57
doi>10.1145/3306214.3338592
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Training anesthetic application is a challenge for teaching dentistry, given the complexity of the procedure and the risks involved. Through an immersive virtual reality environment, the system presented here offers a playful way of learning, through ...
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MagicPAPER: tabletop interactive projection device based on tangible interaction
Qin Wu, Jiayuan Wang, Sirui Wang, Tong Su, Chenmei Yu
Article No.: 58
doi>10.1145/3306214.3338575
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This study proposes a tabletop projection device that can be implemented by combining physical objects with interactive projections. Users can interact on kraft papers using daily tools, such as marker pens, toothbrushes, colored blocks, and square wooden ...
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Multi-view facial capture using binary spherical gradient illumination
Alexander Lattas, Mingqian Wang, Stefanos Zafeiriou, Abhijeet Ghosh
Article No.: 59
doi>10.1145/3306214.3338611
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High resolution facial capture has received significant attention in computer graphics due to its application in the creation of photorealistic digital humans for various applications ranging from film and VFX to games and VR. Here, the state of the ...
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Neck strap haptics: an algorithm for non-visible VR information using haptic perception on the neck
Yusuke Yamazaki, Shoichi Hasegawa, Hironori Mitake, Akihiko Shirai
Article No.: 60
doi>10.1145/3306214.3338562
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In this poster, we propose a new haptic rendering algorithm that dynamically modulates wave parameters to convey distance, direction, and object type by utilizing neck perception and the Hapbeat-Duo, a haptic device composed of two actuators linked by ...
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Reconsideration of ouija board motion in terms of haptic illusions (IV): effect of haptic cue and another player
Takahiro Shitara, Vibol Yem, Hiroyuki Kajimoto
Article No.: 61
doi>10.1145/3306214.3338567
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The Ouija board game is associated with a type of involuntary motion known as an ideomotor action. We sought to clarify the conditions under which this motion occurs by evaluating the effect that visual and haptic movement cues have on its occurrence. ...
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Remote control experiment with displaybowl and 360-degree video
Shio Miyafuji, Soichiro Toyohara, Toshiki Sato, Hideki Koike
Article No.: 62
doi>10.1145/3306214.3338568
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DisplayBowl is a bowl-shaped hemispherical display for showing omnidirectional images with direction data. It provides users with a novel way of observing 360-degree video streams, which improves the awareness of the surroundings when operating a remote-controlled ...
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ShareHaptics: a modular haptic feedback system using shape memory alloy for mixed reality shared space applications
Takuro Nakao, Stevanus Kevin Santana, Megumi Isogai, Shinya Shimizu, Hideaki Kimata, Kai Kunze, Yun Suen Pai
Article No.: 63
doi>10.1145/3306214.3338597
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We present ShareHaptics, a novel modular system to provide tactile and pressure feedback in mixed reality applications using a novel actuator: shape memory alloy (SMA). We apply it to fingers, wrist and foot ankle. Although it can be used for haptic ...
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Visualizing expert motion for guidance in a VR ski simulator
Takayuki Nozawa, Erwin Wu, Florian Perteneder, Hideki Koike
Article No.: 64
doi>10.1145/3306214.3338561
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While humans are quite good at copying motions from others, it is difficult to do so in a dynamic sport such as skiing. Hence, we propose a virtual reality ski training system, which visualizes prerecorded expert motion in different ways and enables ...
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Wearable soft pneumatic ring with multi-mode controlling for rich haptic effects
Aishwari Talhan, Hwangil Kim, Seokhee Jeon
Article No.: 65
doi>10.1145/3306214.3338613
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Common mechanical actuators for haptic feedback are generally dedicated to creating single kind of feedback, e.g., vibrotactile only, the pressure only, or shear force only, [Choi and Kuchenbecker 2013; Girard et al. 2016; Pacchierotti et al. 2017]. ...
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SESSION: Production
A procedural approach to creating second empire houses
Madison Kramer, Ergun Akleman
Article No.: 66
doi>10.1145/3306214.3338549
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In this work, we present a procedural approach to capture a variety of appearances of American Second Empire houses. To develop this procedural approach, we have identified the set of rules and similarities of Second Empire houses. Our procedural approach, ...
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Compositing light field video using multiplane images
Matthew DuVall, John Flynn, Michael Broxton, Paul Debevec
Article No.: 67
doi>10.1145/3306214.3338614
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We present a variety of new compositing techniques using Multi-plane Images (MPI's) [Zhou et al. 2018] derived from footage shot with an inexpensive and portable light field video camera array. The effects include camera stabilization, foreground object ...
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Efficient mask expansion for green-screen keying using color distributions
Alexandre Derouet-Jourdan, Marc Salvati, Xiaoxiong Xing, Takuro Nishikawa
Article No.: 68
doi>10.1145/3306214.3338595
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Masks are heavily used in image and video processing, particularly in the context of green screen keying. Designing good masks is a difficult task that involves painting over small details of images. Usually, only a rough mask is created. We propose ...
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Interactive cinematic scientific visualization in unity
Jasmine Y. Shih, Kalina Borkiewicz, AJ Christensen, Donna Cox
Article No.: 69
doi>10.1145/3306214.3338588
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Cinematic scientific visualizations turn complex scientific phenomena and concepts into stunning graphics and make them easier for the general public to comprehend. Adding interactivity to cinematic scientific visualizations is highly beneficial especially ...
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Skinning vector graphics with GANs
Ankit Phogat, Matthew Fisher, Danny M. Kaufman, Vineet Batra
Article No.: 70
doi>10.1145/3306214.3338544
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We propose a novel method for editing vector graphics which enables users to intuitively modify complex Bézier geometry. Our method uses a Generative Adversarial Network (GAN) to automatically predict salient points for any arbitrary geometry ...
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Visual simulation of ice and frost with sketch input
Mikiko Amano, Takayuki Itoh
Article No.: 71
doi>10.1145/3306214.3338571
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Visual effects (called "VFX" in this poster) have expanded the range of expression and been necessary to enhance the mood for the story in films and videos. A variety of software tools which support producing VFX has been developed.
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Voxel printing using procedural art-directable technologies
Tor Robinson, William Furneaux
Article No.: 72
doi>10.1145/3306214.3338555
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A procedural art-directable workflow is developed for voxel 3D printing using existing digital effects technologies. Customised for the Stratasys J750's unique materials, the system produces large-scale prosthetic eyes as a case study for film and display ...
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SESSION: Research
A dataset for benchmarking time-resolved non-line-of-sight imaging
Miguel Galindo, Julio Marco, Matthew O'Toole, Gordon Wetzstein, Diego Gutierrez, Adrian Jarabo
Article No.: 73
doi>10.1145/3306214.3338583
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Time-resolved imaging has made it possible to look around corners by exploiting information from diffuse light bounces. While there have been successive improvements in the field since its conception, so far it has only been proven to work in ...
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Convergent turbulence refinement toward irrotational vortex
Xiaokun Wang, Sinuo Liu, Xiaojuan Ban, Yanrui Xu, Jing Zhou, Cong Wang
Article No.: 80
doi>10.1145/3306214.3338605
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We proposed a detail refinement method to enhance the visual effect of turbulence in irrotational vortex. We restore the missing angular velocity from the particles and convert them into linear velocity to recover turbulent detail due to numerical disspation.
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Delaunay lofts: a new class of space-filling shapes
Sai Ganesh Subramanian, Mathew Eng, Vinayak Krishnamurthy, Ergun Akleman
Article No.: 81
doi>10.1145/3306214.3338576
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We have developed an approach to construct and design a new class of space-filling shapes, which we call Delaunay Lofts. Our approach is based on interpolation of a stack of planar tiles whose dual tilings are Delaunay diagrams. We construct control ...
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Effectiveness of facial animated avatar and voice transformer in elearning programming course
Rex Hsieh, Akihiko Shirai, Hisashi Sato
Article No.: 82
doi>10.1145/3306214.3338540
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The advancement in technology brought about the introduction of eLearning to educational institutes. By supplementing traditional courses with eLearning materials, instructors are able to introduce new learning methods without completely deviating from ...
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Enhancement of CT images for visualization
Anam Mehmood, Ishtiaq Rasool Khan, Hassan Dawood, Hussain Dawood
Article No.: 83
doi>10.1145/3306214.3338602
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Modern medical science strongly depends on imaging technologies for accurate diagnose and treatment planning. Raw medical images generally require post-processing - like edge and contrast enhancement, and noise removal - for visualization. In this paper, ...
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Multi-resolution approach to computing locally injective maps on meshes
Alexander Naitsat, Yehoshua Y. Zeevi
Article No.: 87
doi>10.1145/3306214.3338591
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Computing injective mappings with low distortions on meshes is an important problem for its wide range of practical applications in computer graphics, geometric modeling and physical simulations. Such tasks as surface parametrization or shape deformation ...
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Noise reduction with image inpainting: an application in clinical data diagnosis
Jing Ke, Junwei Deng, Yizhou Lu
Article No.: 88
doi>10.1145/3306214.3338593
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For cytology, pathology or histology image analysis, whether performed by computer-aided algorithms or human experts, a general issue is to exclude the disturbance caused by noisy objects, especially when appeared with high similarities in shape, color ...
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OceanGAN: a deep learning alternative to physics-based ocean rendering
Christopher Ratto, Mimi Szeto, David Slocum, Kevin Del Bene
Article No.: 89
doi>10.1145/3306214.3338559
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Physics-based models for ocean dynamics and optical raytracing are used extensively for rendering maritime scenes in computer graphics [Darles et al. 2011]. Raytracing models can provide high-fidelity representations of an ocean image with full control ...
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Real-time structure aware color stippling
Lei Ma, Hong Deng, Beibei Wang, Yanyun Chen, Tamy Boubekeur
Article No.: 92
doi>10.1145/3306214.3338606
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In computer graphics, stippling is a widely used non-photorealistic rendering technique. As the art of representing images with dots, one of the key problems is the placement of dots. In general, they should be distributed evenly, and with some randomness ...
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Unsupervised incremental learning for hand shape and pose estimation
Pratik Kalshetti, Parag Chaudhuri
Article No.: 96
doi>10.1145/3306214.3338553
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We present an unsupervised incremental learning method for refining hand shape and pose estimation. We propose a refiner network (RefNet) that can augment a state-of-the-art hand tracking system (BaseNet) by refining its estimations on ...
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VFX fractal toolkit: integrating fractals into VFX pipeline
Juraj Tomori
Article No.: 97
doi>10.1145/3306214.3338543
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This paper proposes an innovative industry practice regarding fractal geometry generating and rendering processes. VFX Fractal Toolkit (VFT) aims to provide powerful, yet intuitive and artist-friendly workflows for exploration and generating of vast ...
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